﻿// Decompiled with JetBrains decompiler
// Type: UnityEngine.Rendering.RendererUtils.RendererList
// Assembly: UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// MVID: E6AE6B5A-2752-4B07-9528-C8B77C62CE79
// Assembly location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.dll
// XML documentation location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.xml

using System;
using System.Runtime.CompilerServices;
using UnityEngine.Bindings;

#nullable disable
namespace UnityEngine.Rendering.RendererUtils
{
  /// <summary>
  ///   <para>Represents a subset of visible GameObjects.</para>
  /// </summary>
  [NativeHeader("Runtime/Graphics/ScriptableRenderLoop/RendererList.h")]
  public struct RendererList
  {
    internal UIntPtr context;
    internal uint index;
    internal uint frame;
    /// <summary>
    ///   <para>Returns an empty RendererList.</para>
    /// </summary>
    public static readonly RendererList nullRendererList = new RendererList(UIntPtr.Zero, uint.MaxValue);

    /// <summary>
    ///   <para>Indicates whether the RendererList is valid or not. If the RendererList is valid, this returns true. Otherwise, this returns false.</para>
    /// </summary>
    public bool isValid => RendererList.get_isValid_Injected(ref this);

    internal RendererList(UIntPtr ctx, uint indx)
    {
      this.context = ctx;
      this.index = indx;
      this.frame = 0U;
    }

    [SpecialName]
    [MethodImpl(MethodImplOptions.InternalCall)]
    private static extern bool get_isValid_Injected(ref RendererList _unity_self);
  }
}
